INFO 370 - L14 - November 16, 2004 Notes By: Prins, Egaas, Podhola, Fortier, Yaptinchay Interactions To Review... To Design an Informaiton System > Get Ready - Define the purpose of the system (triple) - Define the users (persona) - Define the must and could's (requirements) > Design the info - Subject matter (IA) - Info structure (content modeling) > Design the Interactions - What has to be done? (Tasks/activities) - **What is the flow? (interactions)** > Design the UI - Put together screens (prototyping) - Test it (usability) * Best answer of the year. Interaction Design > What are the essentials? > Getting there from tasks > Getting the user through and interaction - navigating in a building - sign posts on a road > Making design tradeoffs The essentials of interaction (conversation?) design ?: Why would I call this conversation design? - meaning through communication between user and system - the instantaneous message (example: quick glance of a website) > Tell the user (and listening of course) - Where they are * Current status * What comes next * Where is the end * Undo (be able to backtrack without any costs) - What just happened * Feedback * Error recovery > How your way relates to theirs * Accounting for divergent goals * Leveraging the user's conceptual model - difference in conceptual model, ex. policies v. requirements * Defaults - a default does 2 things. - A default provides orientation. Tells people what the mainstream is. - Also, makes things faster. Tasks vs. Interactions > A task is a unit that the *user sees as a single step* in a larger journey toward a goal > An interaction is a set of tasks that you string together to get the user to a goal (user plus system) * consists of sub-steps Getting the user through an interaction > How do we know what to do next? * Class tries to guess.. - Past example of the importance of documentation on GUI-less systems - Computer = machine metaphor (see buttons).. not like today's book metaphor * Trial and error during use * Learning before use * Following the logic of the metaphor - every metaphor is logical * Following the affordances Design tradeoffs | Design "knobs" work for interactions too > Power vs. Ease of Learning * ex. Word vs. Notepad, Manual v. Automatic cars * cannot have both! don't listen to the lies! > Features for all tasks vs. most important tasks > Features for beginners vs. experts * ex. hidden features in Word menus > Virtual vs. physical features > Standardized vs. specialized features Figuring out interactions > Flow charting > Use cases > Site paths Task analysis vs. interaction analysis TA: Good for coming up with the granularity of a task down to the user's level IA: *** Use Case * LOOK AT SLIDE * Site Path Diagrams > Entry states - Information need - Attitudes (in a hurry, anxious, conused, etc) > Exit state - Info need satisfied - Attitude adjusted > In between - A system/user conversation - A set of activities - A progress through the system # END #